
Once upon a time, the great golden dome taught us about the inner workings of the body, in many interesting ways more than one. This blog brings you attraction history, reviews, and also possible Imagineering theories on how to bring the pavillion back to its former glory (one way or another). A source of memories, or a chance to look forward into the future... call it what you will!
Showing posts with label Attractions Toolkit. Show all posts
Showing posts with label Attractions Toolkit. Show all posts
Tuesday, August 27, 2013
Attractions Toolkit - Body Wars

Labels:
Attractions Toolkit,
Body Wars,
Technologies
Monday, July 30, 2012
Attractions Toolkit - Fitness Fairgrounds
Fitness Fairgrounds was one of Wonders of Life's hands-on offerings, and being a big hit in its prime, the exhibit area consisted of two sections - the iconic WonderCycles, and the Coach's Corner testing booth. For those who have no idea what are these exhibits are, here's a crash course:
- The WonderCycles were a hands on staple, and it was an interactive take on the exercise bike with a touch screen. Guests can cycle through one of three locations, especially Disneyland in Anaheim, and even in a miniaturised-point-of-view (and you thought Body Wars was the only attraction to involve miniturisation)
- Coach's Corner was a netted/caged booth in which guests can try out three sports: baseball, golf and tennis - this simulation was designed to analyse guests' swing, with celebrity athletes giving them tips on achieving the most ideal swing for great game performance.
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| The above floorplan, on how Fitness Fairgrounds would like to be expanded |
Wednesday, May 2, 2012
Attractions Toolkit - Sensory Overhaul
Welcome to the first issue of Attractions Toolkit, where we select one of the pavilion's existing attraction and list a few possible addons, subtractions or even replacement options to attract the next generation. This would tie in with the Potential WoL Resurrection ideas sections covered in Operation: Imagineer on this blog.
Here we look back at the playground of the senses in which we faithfully know as the Sensory Funhouse. While we know that the five senses are the primary tools of exploring the world around us, bear in mind that the sensory playground has practically become a part of every competing science museum's attraction belt (well, make that a selection of those in which would soon be covered in the Footsteps section of the blog).
To be honest, compared to a given handful of state-of-the-art technological attractions that once were the superiority of areas outside Epcot's border, it appears that the Sensory Funhouse has had a crisis of attempting to catch up. Some of the critics would have seen Sensory Funhouse as, by current standards, comparable to what other science museums have on offer (plus not to mention how it would have trodden on the pawprints of the original ImageWorks upstairs playground once existent in days gone by).
And also by current knowledge, it is no doubt that all parts of the Sensory Funhouse are uprooted and buried from public view, but thanks to a vast array of photographs capturing parts and highlights of the exhibit, it would prove helpful to explain what you'd find in the exhibit:
- Touchy Subjects - a gallery of physical objects (including an interactive guessing game on selecting the right object without peeking)
- Perplexion Pipes/Curious Coils - a thermo-interactive exhibit famed for its warm-to-cold temperatures of the pipes. (Remember, after handling both pipes, when you handled the pipe in the middle?)
- Audio Antics - binaural auditory guessing games, delivered to you by your headphones.
- Optical Illusions (name says it all)
- Crooked/Illusion Room - or commonly known as the Ames room exhibit, this played around with your perspective - the further occupants went into the room, the smaller they appeared, yet the room appears to stay the same.
Sure most of them are long gone, but suppose that it was possible to bring this kind of exhibit back, it would require an extensive overhaul to literally bring it back into speed, but this would mean taking advantage of any aesthetics, topics and even technological elements to further the experience. This means looking over the highlights of the past Sensory Funhouse, and even going as far as figuring out the missing gaps of what it might possibly have, after the jump...
Labels:
Attractions Toolkit,
Hands On,
Interactivity,
Simulation,
Technologies
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